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(+2)

It took quite a while, but I managed to perfect all of three of the levels! This was a really nice zen game. I want to first point off that this was a pretty poetic and fitting interpretation of the theme given your gameplay, so kudos for that! The minimalist art went really nicely with the simple, yet addicting game loop. I love the choice in colors for the color palette, plus loved how you went for a more pixelated look rather than a cleaner look to the visuals (adds a bit of personality ;) ). Making flowers bloom where your player bounced off from was a really good touch, making players see their progress and how they affected the world is empowering, so nice job on that!  I also have to add that the lack of music actually enhanced the experience for me! It made the sound effects that much more impactful towards the overall feel of the game, given how heavy and "punchy" it sounds every time you bounce off a surface of the level. I also got to say that the attention to game feel was really well done! The zoom in slow-mo whenever you held the button to propel yourself and the camera shake whenever you bounce off each wall are polished and effective. I can tell you took a lot of time trying to refine your 10 second game loop, which I got to say was well worth it!

I do have some minor nitpicks though. Most games I play that have this sort of similar mechanic usually has players pull back their mouse from the player object, which would usually make the ball go the other way after releasing (like a slingshot). Its not that of a deal as I adapted quickly (you can also just mark it off as just being a "me" issue), but I think looking at how all the other games do their controls is important too, since gaming has evolved and established over a long period of time to the point that gamers usually have this sort of muscle memory or unsaid dictionary of what each control/button is for (Spacebar is jump, WASD is move, Escape is pause, etc.).  Its okay to stray away from the mold, but players will get into your game and become invested a bit quicker if you appeal to what has already been established (or maybe I haven't played enough of these type games and this is the normal way to handle it haha). Also kind of wish there was a bit of a better indication of when you are ready to propel yourself. The pulsating is fine, but on smaller screens it can sometimes be harder to tell if you're character is ready to be propelled (I would sometimes just keep clicking on the screen until I see the zoom in effect). Maybe a quick sound effect would do the trick? As of typing this, I realize that this paragraph of issues is longer than the paragraph that listed the (really good) positives of the game, so let me reiterate that these are just nitpicks haha.

Overall, this was an addicting game! I had fun planning out my routes on how to plant all of the seeds to their respective walls! Great job!

(+1)

Wow thank you so much for such awesome feedback!

Your nitpicks are 100% right, the slingshot would be better yes, i honestly never play these kind of games so i never knew. An option to switch aim or sling sounds like a good idea. The propel meter issue is so on the dot! It definitely needed more indication! something like a particle fx or turn blue to contrast. Good feedback thank you so much and im glad you liked it :D